Pages

When in doubt, always play a Pixie. Why,... because they can fullfill any Role and are fun to play. They are strong(not Physical Strength) Characters starting at ECL 5 and up, and can easily survive , even in low Magic or No Magic Campaigns.

This Guide will look at :

What is it that makes them so good

What Feats benifit them the most

What Classes work the best for them

How to fill any role

What are thier Weaknesses

How Pixies can be used to the greatest advantage

What is it that makes them so good

First when we look at Pixies as Characters lets See what they Get:

"A pixie character exchanges its 1 HD of fey for its first class level"
This is great, as it allows you to get much better HD from Base Classes than what it recieves naturally, also it does not Add too much to the Load of +4 LA that you already have to deal with. In addition, since the La is +4, with LA Buyoff, you can reduce it to LA 3 Pre-EPIC, thus you can get 9th level Spells if Wizard, Cleric, or 9th level Powers if Psion, also 9th level Manuvers if Warblade or Crusader.

Pixie Racial Traits

–4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma: These are AWESOME attribute boosts, even with a 25 point buy, you will have far better attributes than any other character of your ECL. Also the attributes are such that you have no real weaknesses, Str becomes a Dump Stat that is offset by a HUGE boost to Dex. Thus almost All Pixies become Dex based Finnesse Characters(especially since they get Weapon Finnesse as a Bonus Feat). The other nice thing is that they dont take a Hit to Con, thus can function as a Tank without too much concern for Low Hp. The Mental stats all get great Boosts , even starting at an 8 they get are boosted to 12 minimum(Wis) or 14 Minimum(Int and Cha). So you can have good skills, Saves, without affecting your other roles no matter what they are.

"Small size": This may seem to be a Weakness, but its not. this boosts Martial Ability and Stealth... notice what it does:

+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. Thus they are More Accurate with their attacks, and they are harder to hit. In addition, they can be very Stealthy without even counting Greater Invisibility as a Continous at will ability. The penalty to Grapple checks, and Lifting and Carrying are to be expected, but they are also Offset by the fact that they can Add thier Dex to Escape Artist checks ot get out of a grapple. And they can have others carry thier stuff(animals, Golems, Extra Dimensional Sapces(Bag of Holding, Portable Hole, etc...))

"A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).:" Although they are slow on land .... they can Fly as easily as they Walk... so why would they ever walk(unless the circumstances required). At ECL 5, Flight is a Significant advantage that they can boost by taking the feat Flyby Attack, thus the are unreachable but can attack without any fear of response.

Low-light vision.

Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.

In addition to the iconic pixie, the monster manual provides two other choice which are very similar in flavor as well as function. They are the grig and the nixie. Many of the ideas presented in this handbook may apply to these alternative choices, so we shall examine how they differ from the standard pixie.

In brief:

While retaining most of the pixie's great selling points, the grig and nixie differ in one key respect: They have one less level adjustment. This enables you to add in one more precious class level, or if you are playing with LA buyoff it enables you to buyoff all your LA penalty by level 18. Due to their diminished intelligence, classes based on int are much less appealing. Instead choose those based on charisma or wisdom.

LA down from +4 to +3. This is the strongest selling point, and is even more significant when LA buyoff is allowed.

Fiddle. This is a powerful ability, gained at no additional LA. You need only get yourself a fiddle to use it.

Spell resistance increases by +2, or effectively +3 when you consider the additional level gained from the lesser LA.

Natural armor increases by 1 from +1 to +2. Just in case anyone catches on to the little flying thing that is killing them all.

+8 racial bonus on jump checks, as well as a +5 racial bonus to move silenty checks while in a forest setting. Some people like to be sneaky.

The bad-

Fly speed down from 60(good) to 40(poor). While this diminishes your aerial combat opportunities, it still enables you to float safely out of the range of sharp pokey things.

Damage reduction down from 10/cold iron to 5/cold iron. Five less DR hurts. Literally.

No constant greater invisibility. This is a large drawback, but may be offset by your invisibility as a SLA or by finding a way to get greater invisibility as needed.

No sleep arrows. While most likely not your primary attack gambit, sleep arrows are still a useful utility or backup.

The ugly-

Spell-like abilities are now different and not quite as useful (No dispel magic), but are usable 3/day.

Tiny size. Your weapons definately won't be packing much punch (Unless of course you deserve to be Greater Mighty Wallop'ed (Races of the Dragon p.115)). However, this is to your benefit just as being small was, only more so. Extra AC & to hit is always a boon, but tiny causes your reach to fall to 0'.

Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)

Navi, the Grig fiddler from HellHook: "Hey! Listen!!"

It's hard to go wrong with a Grig fiddler. At ECL 20 if you have 17 charisma to start with, get yourself a +5 tome and spend +4 level boosts on it in addition to your +4 racial bonus and +6 enhancement bonus and you have 36 charisma. Your 17 class levels give you 17 hit dice, so your DC on fiddle is 10+((36-10)/2=13 from charisma+(17/2=8 from hit dice)=31.

You have a DC 31 save-or-die spell that effects all those within 30 feet with no spell resistance...

At will.

That's the sort of thing that doesn't really need optimization.

That said, the ability doesn't work on other sprites (Your DM may very well introduce a line up of sprite villains just to confound you ;p), so some versatility beyond this single trick is required. Also, you will need to make sure that your allies are not within the thirty feet, or they will join the jig as well.

For all the below builds, I heavily recommend three feats: Improved initiative, still spell & eschew materials. The former ensures you get the drop on your enemies to start the dance craze that'll sweep the campaign setting, while the latter two enable you to cast spells while keeping enemies enthralled by your fiddling. Outside of those, I'd go for perhaps augment summoning, feats to boost saves (lightning reflexes), item creation feats, extend spell or quicken spell.

Abilities

For the sorcerer or bard builds, charisma of 17 is a must. If focusing on cleric, wizard or druid charisma is still important but you must also have a good intelligence or wisdom. Dexterity and constitution are important in any case, and strength is unimportant but not a dump stat due to the huge racial penalty.

Tactics

You should have a good con in addition to your racial bonus, making you durable even with poor hit dice. Combined with good saves, armor and flight - along with spellcasting abilities - you will not be an easy target to bring down. So, do not be afraid of enemies shifting their focus to you. Instead, win initiative (Great dex+Improved initiative), fly in and position yourself to affect as many enemies as you can with your fiddle. If you incapacitate some of the enemy, continue to fiddle, and if not try again. Should the battle go against you, resort to your spellcasting powers. Defensive buffs are highly recommended.

Classes

Note:
As Grig does not specify a favored class, you'll need to talk to your DM about it. The two obvious choices are bard or sorcerer. Some of the builds below may have exp penalties if Grig does not have the proper favored class.

Grig3/Sorcerer17
With a charisma of 36, sorcerer casting is the natural choice to add some versatility to your one trick pony.

Grig3/Paladin2/Sorcerer15
Lose two caster levels, but gain +16/+13/+12 to saves, among other things.

Grig3/Paladin2/Bard15
While playing that fiddle of yours, why not...err...start playing that fiddle of yours? Inspire your own greatness to add +1 to your fiddle save DC, or inspire courage on your allies to give them +3 against the dancing enemies. Problem with this is it lacks the spellcasting powers of the other choices. It just doesn't make sense for our fiddler to be a bard, ya gotta love d&d.

Grig3/Sorcerer4/Cleric3/MysticTheurge10
Mystic theurge has two problems. The first is the problem of what to do after you take ten levels of it (In this case the build is level 20 by then). The second is that you are a lousy cleric half the time and a lousy sorcerer the other half of the time...but this build is a rockin' fiddler ALL the time! Seventh level sorcerer and cleric spells are only the backup plan, and a formidable one at that....

Grig3/Cleric17
If you can nab a high wisdom score, then cleric casting is just as good as ever. Just make sure that you exclude at least one enemy from your fiddle effect, so your allies take some damage to heal ;p.

Grig3/Druid17
Wouldn't really recommend this one, the level adjustment takes away many of druid's advantages at the lower levels. While cleric or wizard are better choices, this is still perfectly viable.

Grig3/Wizard17
Throw a high score over to intelligence and nab 9th level arcane spellcasting. Highly recommended is taking polymorph any object and chaging your allies into pixies, whether they like it or not .

Grig3/Wizard12/Archmage5
Qualify for archmage in the nick of time and cherrypick its yummy class features as you will.

Spell resistance increases by +1, or effectively +2 when you consider the additional level gained from the lesser LA.

Swim speed 30ft, just incase you need to go take a dip. Being amphibious is always a plus when your dungeon starts to slowly fill with water and the gates slam shut. Also, Nixies get a +8 racial bonus on swim checks. Furthermore, they get a +5 racial bonus to hide checks while in water.

Primary Martial Ability Full BAB builds: Pixies can be very strong(not physically) Martial characters. As was mentioned earlier usually they are Finnesse Fighters, but many times Ranged attacks are just as useful. Pixies can make the most of almost any Class or PrC .... here are a Few examples that may give you some Build ideas: [indent] Ranger 2/ Barbarian 2/ Fighter 2/ Frenzied berserker 10 Paladin 6/ Hunter of the Dead 10 Ranger 3/ fighter 2/ invisible blade 5/ Master thrower 5/ xxx 1 Ranger 3/ fighter 2/ invisible blade 5/ Dark Hunter 5/ xxx 1 Ranger 2/ Fighter 2/ Paladin 2/ Justicar 10 Ranger 3/ Paladin 2/ Mindspy 5/ Occult Slayer 5/ xxx 1 Ranger 3/ Fighter 2/ Order of the Bow initiate 10/ xxx 1 Ranger 3/ fighter 2/ Reaping mauler 5/ Justicar 6 Ranger 3/ fighter 2/ Reaping mauler 2/ Justicar 8 Ranger 3/ Fighter 2/ Ronin 10/ xxx 1 Warblade 6/ Dervish 10 [/indent] these builds usually start with Ranger to get the most from the High Skill points due to Class Skill points and High Int. Most of these builds have only 16 levels .... but could be 17 level with LA buyoff if allowed .... but even when not allowed, they are strong self contained builds that easily make the transition to EPIC play CORE only games:Ranger 16 is a Versatile and powerful build that will work in any game. It require nothing and can keep up with any party. Pixies natural abillities including high Racial Bonuses to Stats , allow you to gain the most from the Class Abilities of the Ranger Class. [indent] Supernatural enhanced: Paladin

Charging Smite (Su)(PHB II): If along a charge attack you also smite evil, you deal an extra 2 damage per paladin level (that's 3 points per paladin bonus with the normal damage boost from smite evil). The important part is that if you miss on your charge attack, your smite ability is not considered used.

+300 gp Elvencraft Longbow(RotW p166)(DR349 p22)any Longbow (including Composite, Mighty, etc.) May be used as a Longbow –or– a Quarterstaff. The wielder threatens the squares around himself/herself even if the last use was as a ranged weapon. The bow is not damaged when used as a melee weapon and the wielder may shift between ranged and melee as part of a Full Round Attack (if desired). +2,000 gp Serren Wood(BoED p38) Arrows & bolts made from Serren wood gain the Ghost-Touch property as an Exceptional (i.e., non-magical) ability Bows made from Serren wood grant the Ghost-Touch property to their ammo as an Exceptional ability.

Just a heads up for all of you people playing archer-type characters out there, there's an obscure little section in the Steelwing entry of the Monster Manual V that allows you to purchase non-magical keen adamantine arrows for only 50 gp each:

Typical Treasure Steelwings have no interest in treasure, but their razorfeathers have great value. Razorfeathers are ruined when used in a steelwing's attacks or a razorfeather shield, but characters who defeat a steelwing in combat on the material Plane can remove 350 razorfeathers (worth 50 gp each; see For Player Characters). If a steelwing pair is killed on Acheron, an egg makes up the bulk of their treasure, along with 300 razorfeathers that can be reclaimed from the roiling winds and tumbling matter of that plane. In any case, a steelwing has standard treasure for its Challenge Rating.

For Player Characters Steelwings offer two possibilities for PCs. Razorfeather Ammunition: Razorfeathers can be used to make masterwork arrows or bolts, with each group of fifty requiring a DC 30 Craft (weaponsmithing) check to construct. Such ammunition is considered to be masterwork and adamantine, and to have the keen weapon property. Mounts: Hatching and raising a steelwing requires six months of work and a DC 35 Handle Animal check. Riding a steelwing requires an exotic saddle worth 500 gp, built to carry up to four Medium or smaller creatures, or two Large creatures, and protect them from the creature's razorfeather shield. A steelwing can fight when carrying riders. All riders except the one guiding the steelwing can attack while being carried, but the steelwing's lead rider cannot also attack without succeeding on a Ride check. Steelwing eggs are worth 10,000 gp each on the open market. Professional trainers charge 20,000 gp to hatch and train a steelwing. Carrying Capacity: A light load for a steelwing is up to 1,600 pounds; a medium load, 1,601-3,200 pounds; and a heavy load, 3,201-4,800 pounds.

Darkwood Buckler: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds and has no armor check penalty. No aura (nonmagical); Price 205 gp.

Mithral Shirt: This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds. No aura (nonmagical); Price 1,100 gp.

Choice Martial maneuvers
You qualify for Assassins stance at level 8 (+2d6 to SA),
You qualify Pouncing Charge at level 15 (Full attack on a charge),
You qualify Mind over body at level 8 (Concentration on Will power saves).
The Shadow hand school is good for getting Shadow Blade.
The Tiger claw school is good for getting multiple SA's in a round.
The Diamond mind school can be used to cover weaknesses.

Inherited Template (can be acquired via the Dragon Devotee PrC)
Base: any corporeal living creature except a dragon
Type: animals change to magical beasts; adds the dragonblood subtype, otherwise unchanged
Size: unchanged
Abilities: +2 to Strength, Constitution and Charisma
Armor class: Natural Armor improves by +1
Damage: the draconic creature gains two claw attack, depending on its size (damage is equal to unarmed damage - 1d3 for medium creatures), or keeps its natural claw attacks if they have greater damage
Special Qualities: same as the base creature, with darkvision up to 60 feet and low-light vision even if the base creature does not have them
Saves: a draconic creature gains a +4 racial bonus to saves vs sleep and paralysis
Skills: a draconic creature gains a +2 racial bonus to intimidate and spot checks
LA: +1

Equipment:
220000gp +9 Inherent(+4 tome cha, +4 tome Dex)
32000gp +6 Gloves of Dexterity
32000gp +6 Cloak of Charisma
24000gp Choker of Eloquence(greater)..... +10 Bluff, Diplomcay, Perform(sing)
90000gp +3 Celestial Armor with Greater Shadow and Greater Silent moves(max dex +8)(+15 Competence to Hide and Move Silently)
22060gp +2 Luck Blade Short Sword(+1 luck bonus on all saving throws. 1/Day reroll ,This extraordinary ability allows its possessor to reroll one roll that she just made.)
25600gp Oathbow: Of elven make, this white +2 composite longbow (+2 Str bonus) whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout “Swift death to those who have wronged me.” Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.
12000gp Boots of Speed
6000gp Ring of Anticipation... +2 Competence to Spot and Listen, and roll twice for initiative
21000gp Crystal Mask of Insightful Detection( +9 Insight to Search and Spot)
3500gp Lense of Detection(+5 Search)
2500gp Ring of Sustenance
2000gp Handy Haversack
50000gp Admirals Bicorne(hat) (Stormwrack) +5 unnamed bonus to Charisma rolls, +5 leadership, +5 Profession (sailor), +2 morale bonus to attacks, saves and skill checks, amplify your voice 100’.
2500gp 10x Elixir of Vision: Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Search checks for 1 hour).
7500gp Harp of Charming
18000gp Skin of the Chameleon +10 enhancement to Hide checks.
77500gp Skin of the Hero (+3 deflection to AC, +3 resistance to all saves, +3 enhancement to attack rolls)
84000gp Skin of Proteus continually affects the wearer as the metamorphosis power.

31340gp left

???Rod of Magical Precision (Complete Mage) - Ignore the -4 penalty for firing into melee with any spell or spell-like ability that requires a ranged touch attack. No limit on # of times per day. Additionally, three times per day, you can choose for a ranged touch spell or SLA you cast to ignore the miss chance granted by concealment or total concealment (though you still have to aim at the correct square).

???Horizon Goggles (Complete Mage)...double range of Fire bolts

????Schema (Magic of Eberron) - Essentially a reusable scroll that requires a UMD check to activate, only holds spells from lv. 1-6....use with Nixie's Grace - Lv. 6 Bard Spell from Spell Compendium. A very good multi-use spell. It should be UMD available sometime around 12th level with appropriate items and feats. It provides a swim speed, low light vision, water breathing, and significant bonuses to Cha, and Dex, with a lesser bonus to Wis. The duration of 10 mins/lv means that it is good for a few hours at the minimum caster level.

Sometimes there are those who put down certain classes as "weak", and although they may be less than ideal, even weak classes can be optimized; this is an example.

She is the Hottest little hottie you ever saw(when visible) .... Inferna is a Great Addition to Any Party. Her main roles are Party Face, and Scout. Who can deny that a character with a +37 to all Cha based Skills wouldnt make for a great Diplomat .... but she can UMD better than any Rogue or Warlock.
She could serve in many Skill monkey functions with ease. Scouting is her Natural Role, with Greater invisibility and perfect Flight combined with incredible Stealth Skills, she can get almost anywhere she needs to go. She can also detect most any trap and Spot foes far before they are even near her. If she is ever Caught ...she can still Talk her Way out of most Any Situation.

When it comes down to Combat, she can hold her own , even against creatures Resistant to Fire. She uses Hit-And-Run
Tactics with Fly-by-Attack and Perfect Manuverability to get the most of her Bolt of Fire .... and since she is moving in 3 Dimensions while invisible it is almost Impossible to Target Her(without True seeing).

Whats nice about this build ... you can take a less than Desireable Prestige Class and make a Very Useful member to any Adventuring Group.

This ship in the beginning was travelling in the faerun's seas, searching for gold and leaving flowers. Years later, the now famous Rose, is flying in the skies of the planes looking for a prey. Be careful if you see the Rose, it might be too much for your eyes!

When she was young she had a special attraction for doungerous stuffs, luckily her sister was always near her, like she is now. The idea of stealing to the rich has always been in her mind, since the law wasn't really working, she decided to use her own way... So, in few years, lots of people joined her crew, and her ideas. With her great charisma she is the perfect leader and captain. Her sister is still following her, trying to help with wise advices when things are getting too dungerous.

Sister and totally different, as often happen anyway.. She is following her sister in every adventure since they were ten, always traying to stop her "heroic" and iper doungerous actions. She is very good and smart, always calm and always taking the wisest decision of all. The idea of stealing the rich creatures isn't bad, and when the target is an undead who spent lots of money to beat the natural circle of life she goes berserk. The medic of the ship, she lives most of the time in the shadows of her sister, but when it's needed she is in the front line, fighting with the savage fury of the nature.

Born in the land of gnomes, Lantan, he was a real illusionist lover. So deep was his love for the art that he decided to follow the dark way. He didn't care much about schools like necromancy or enchanment, he just wanted to make the best illusions, ever. You know, Shar isn't that kind of goddess who gives powers for free, and certainly Gunther didn't want to give her anything. So he started stealing, but hey, what could he do? Surviving lot's of murders attempt by shar's leeches, he keept stealing to survive. And he kinda liked it. The theft was like an art, almost at the same level as illusion. When he met the pixies he found a way to keep stealing. He doesn't care much if the target is evil or good, he just wants a nice and difficult prey. After years of travelling with pixies he did become quite mad. Often he "Hear voices", probably too many illusions damaged his brain. Even if half mad, he still is a hell of a wizard, very powerfull and competitive.

He one of the few male of the crew, and he is the only non-sprite. He convinced everyone that the ship couldn't fly without a big baloon.

Skilled and deadly with her bow, Isharia joined the crew for their idea of justice. She is a hunter and her preys are rich, cruel and evil creatures, especially if they are undead. Often she rebels against the captain, especially when she decides to avoid a target beacause it's "too hard or doungerous".

Used Stronghold Builders Guidebook's book to build the ship. I know there is a similar one in the planar handbook, but it's too small, and doesn't look like a pixie ship.
Might be lots of translation errors, this was written in italian and then translated (And my english kinda sucks). The builds are not that optimazed, I think they are just average builds, for average parties.

My idea was to use them as base for a Epic planar campaign, but I doubt we'll have the time to play it. And even if we had, my party will probably say: No way :D

You forgot the Quintessential Pixie Binder, which binds Zagan and counts as large for grappling. Not to mention that the charisma boost is pretty darn great for binders. That is one you *need* to add there.

Great handbook, a sprites have always been my favourite non standard core race. I feel that at least a brief comparison against the other two (grig&nixie) is warranted. Personally, I prefer grig, for the tiny size, +2 con, +2 SR, -1 LA, all of which makes it more viable as a caster (sorcerer) - although still very far from optimal for this role without LA buyoff cheese.

D&D 4e Party Roles For Dummies:
Striker - Smack the enemy
Defender - Get smacked by the enemy
Leader - Make it impossible for your party to lose
Controller - Make it impossible for the enemy to win

aftercrescent ... thanks for the cookie ... hope you enjoy the rest of the builds... feel free to post a Pixie build ... and i will llink it

AmadiTheGreat .. good point about Binders... but i dont have a lot of expertise with them , if you could make a couple of Binder examples it would be great

Phaxi .... excellent, if you do, please also post it here for everyone to enjoy... you have some fine builds that would help round out this handbook

LogicNinja ..... good point about the Picture, i have tried to collect a bunch of Pixie type pics, but i cant find very many.. if you could help i would really appreciate it

as for filling a role.... say Arcane caster... true they lag behind in total output early on, however, they use very few resources themselves... they dont need any Buffs... since they are fully buffed when they wake up every day.... notice:

since he doesnt have to waste any spells on Buffing and he has Spell-like abilities that also help to make up for the lack of higher level spells

he lags in some areas, but is ahead in others ..... for most parties(especially if they have a Cleric or Druid) he can be very useful

Dictum Mortuum ..... thanks, i was going to PM you with some things later... if you have anything right now, PM me and i can adjust the posts

i am adding some more pictures and Builds later today..... if anyone has any links, or Builds, or Tips, Hints,etc.... please feel free to post away and i will try to keep up

keithio .... thanks, i agree that they are one of the best non standard core races available .... i do like Grigs and Nixies also Petals if allowed and Brownies(see my sig).... but Pixies tend to offer the most(especially if LA buyoff is allowed) ,.... if you want.. post a quick summary and i will add it to the initial posts..

One thing about pixies is that though the LA +4 hurts, really, it isn't the worst. If you start at a high enough point, you can do some pretty significant things.

The Little Ball of Hate (BAB +16 melee thingie)
If you stick with full BAB classes, you can get a +16 BAB out of a Pixie. Looking at PrCs, check out the Dread Commando. Requires Dodge (bonus feat), Mobility and advances BAB fully. It also gives Sudden Strike. Typically it's a pain, because as precision damage goes it's hard to activate UNLESS YOU ARE ALWAYS INVISIBLE.

You end up with TWF, ITWF, GTWF, Weapon Finesse, Dodge, Mobility, Shadow Blade. Fighter is there to pick Shadow Hand maneuver and stance. You should have one feat spare ... extra rage maybe? Then, of course ... flaws. You do take that flaw that slows your land speed ... RIGHT? Use the WB maneuvers however you wish. Stance Wise, Assassin's Stance could be a solid adder. Class feature wise, you're helping everyones INIT bonus ... Uncanny Dodge, Mettle, Arcane Resistance, Pounce, Track, etc. and four maneuvers (one 4th due to the late game Warblade dip).

altpersona ... the pics are coming along slowly .... will add some more today
in general , additional LA does not help too much... but for the example:

Pixie Rogue 2/ Marshal 1/ Warlock 2/ Pyrokineticist 10... the added Boost to CHA is great as it helps boost the DC of the Pyro abilities and you gain a boost to Con and Str has a reduced penalty... in addition you are now Dragonblooded, so that helps with Dragonblood feats

but normally i agree that additional LA is a bad thing ... with only a few exceptions

ChristopherGroves ...... excellent, i look forward to seeing them... i am also adding a list of Full BAB multiclass builds for martial characters

Tshern .... thanks ... i couldnt wait any longer, so i had to post this to get things started ... i know you have some additional things... if you could PM me, i can adjust the Initial posts

additions now:

Full BAB builds:

Pixies can be very strong(not physically) Martial characters. As was mentioned earlier usually they are Finnesse Fighters, but many times Ranged attacks are just as useful. Pixies can make the most of almost any Class or PrC .... here are a Few examples that may give you some Build ideas:

these builds usually start with Ranger to get the most from the High Skill points due to Class Skill points and High Int.

Most of these builds have only 16 levels .... but could be 17 level with LA buyoff if allowed .... but even when not allowed, they are strong self contained builds that easily make the transition to EPIC play

CORE only games:Ranger 16 is a Versatile and powerful build that will work in any game. It require nothing and can keep up with any party. Pixies natural abillities including high Racial Bonuses to Stats , allow you to gain the most from the Class Abilities of the Ranger Class.

Use Flight 60'(perfect) with Greater invisibility(+Darkstalker) and Reach Weapon and Adaptable Flanker ..... fly around Target with lots(2 for every AoO) of AoOs(+4 hit) while Flanking(+4 hit) and Attacking from higher Ground(+2 hit) while invisible(+2 hit)

what you have is a little flying thing that you cant see hitting with a whole lot of attacks that always seem to hit(Attack bonus should be around +60 to hit)

Feats:
Dodge(pixie bonus)
Weapon Finnesse(pixie bonus)
Track(ranger bonus)
Flyby Attack .... is most benificial, it allows you to use your flight to the most benifit in combat.... it keeps you safe(and out of Reach), and allows you to help with combat

Skills ...... these are very important....44 skill points to spend
Class Skills:

+300 gp Elvencraft Longbow(RotW p166)(DR349 p22)any Longbow (including Composite, Mighty, etc.)
May be used as a Longbow –or– a Quarterstaff. The wielder threatens the squares around himself/herself even if the last use was as a ranged weapon.
The bow is not damaged when used as a melee weapon and the wielder may shift between ranged and melee as part of a Full Round Attack (if desired).

+2,000 gp Serren Wood(BoED p38)
Arrows & bolts made from Serren wood gain the Ghost-Touch property as an Exceptional (i.e., non-magical) ability Bows made from Serren wood grant the Ghost-Touch property to their ammo as an Exceptional ability.

Just a heads up for all of you people playing archer-type characters out there, there's an obscure little section in the Steelwing entry of the Monster Manual V that allows you to purchase non-magical keen adamantine arrows for only 50 gp each:

Typical Treasure

Steelwings have no interest in treasure, but their razorfeathers have great value. Razorfeathers are ruined when used in a steelwing's attacks or a razorfeather shield, but characters who defeat a steelwing in combat on the material Plane can remove 350 razorfeathers (worth 50 gp each; see For Player Characters).

If a steelwing pair is killed on Acheron, an egg makes up the bulk of their treasure, along with 300 razorfeathers that can be reclaimed from the roiling winds and tumbling matter of that plane.

In any case, a steelwing has standard treasure for its Challenge Rating.

For Player Characters

Steelwings offer two possibilities for PCs.

Razorfeather Ammunition: Razorfeathers can be used to make masterwork arrows or bolts, with each group of fifty requiring a DC 30 Craft (weaponsmithing) check to construct. Such ammunition is considered to be masterwork and adamantine, and to have the keen weapon property.

Mounts: Hatching and raising a steelwing requires six months of work and a DC 35 Handle Animal check. Riding a steelwing requires an exotic saddle worth 500 gp, built to carry up to four Medium or smaller creatures, or two Large creatures, and protect them from the creature's razorfeather shield. A steelwing can fight when carrying riders. All riders except the one guiding the steelwing can attack while being carried, but the steelwing's lead rider cannot also attack without succeeding on a Ride check.

Steelwing eggs are worth 10,000 gp each on the open market. Professional trainers charge 20,000 gp to hatch and train a steelwing.

Carrying Capacity: A light load for a steelwing is up to 1,600 pounds; a medium load, 1,601-3,200 pounds; and a heavy load, 3,201-4,800 pounds.

Darkwood Buckler: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds and has no armor check penalty.

Mithral Shirt: This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.

Briefly, yet comprehensively post how these 2 characters are the perfectly optimized duo. How do they use each others strengths and fill in for each others weaknesses?

Both being permanently improved invisible, they have the ability to fly into aby combat undetected, and if they are, probably win initiative. Their Charged Sleep and Memory Loss arrows can neutralize most any threat without cause of any loss of resources. They cover all 4 basic roles of the iconic party, but use stealth, magic, and maneuverability to evade any need for a tank.

How would the Duo kick ass against the following
Aberrations/Magical Beasts etc:

Sleep. Sleep. Sleep. In the surprise round. That's 3 DC 29 saves for fortitude. Assuming the aberration/magical beast has see invisibility, then we get to beat it in initiative and come up with other tactics.

Constructs: Like a Stealth Bomber, we fly right by. No need to attack senseless constructs when they can't hurt you or find you.

Short Description: Cupid is the classic mischievous master of love that guides, or forces, people to fall in love. He schemes and plots and has people fall by extensive use of his social skills, using poetry, love notes, and if all else fails his magical bow (see Items of Note for complete detail). He also posses as a traveling scribe.

Cupid is constantly invisible thanks to the Greater Invisability power of a Pixie. He stalks humans with his bow, or talks to them as a ghost, or the intended lover via his polymorph ability. He focuses on the peasant population, but he makes exception for nobility from time to time.

The first wish from the luck blade is “Make all of the shots from this bow (the Merciful Longbow of Seeking) act as if the target drank an Elixir of Love.”

The second wish “Change the duration on the Bow’s Elixir effect from hours to years.”

So every hit from the bow will induce a 1d3 year love enchantment, on the next person they see… which can be anyone Cupid wants since he can polymorph once a day. ;) Also the hits never do lethal damage to love targets thanks to the Merciful enchantment.

If things go poorly he can always use a memory loss arrow, and reverse the damage he did from a miss-fired love arrow.

Short Description: Gensine is completely an optimization excercise. I figured that most everybody would be going for lots of slashes in both their races and classes, and I wanted to see if I could come up with a fairly simple character that could contend. Since everybody's always talking about how broken the druid class is, that's where I went.

She tries to stay out of direct combat as much as possible. She stays invisible and casts silent summon nature's ally spells to get creatures to fight alongside her animal companion, Dusty. She buffs them with mass bull's strength etc and drops a few flamestrikes or call lightning storms (using her maximize rod) to help out. If absolutely necessary, though, she could always wildshape into something like a dire elephant or tyranosaur to defend herself.

Spells of Note: 6/8/8/7/6/6/5/4/2
If expecting battle, she general prepares
a poison or two in her 3rd level slots to be shared with her companion
several flamestrikes in her 4th level slot to be maximized with the rod
some call lightning storms for 5th level also maximized, if flame strike isn't working
mass bull's strength, cat's grace, and/or bear's endurance for 6th level
she will usually stay invisible and cast her 8th level spells as silenced summon nature's ally vii, and 7th level spells become silenced summon nature's ally vi
once she's got a good group of critters to fight, she'll cast her mass buff spells on them.

Short Description: The small creature with large pointy ears and beautiful gossamer wings stops its eating to glare at you, the intruder in its domain, then with a twitch it starts foaming at the mouth. You see it pick up a huge axe with a blade of energy before it’s gossamer wings flutter. Right as it starts a gigantic leap in your direction it disappears. You know well that fey are shy, reclusive people so you assume it has fled, but before that thought has even left your brain you feel something heavy hit your chest. You look down to see a large axe protruding from your ribcage and holding that axe is a psychopathic pixie. As everything fades away into darkness, you notice the enraged pixie standing protectively over its food......
Character Sheet:

Description: Araneil originates from a magical pond where many nixie lived. Due to a group of blighters and evil barbarians, this natural home has been destroyed. Aranreil has a seaweed, aqua-green skin and only 4' tall. He looks rather harmless but has a force of will unrivaled by most. He has slowly shifted to the evil path, the hate inside him for nature's defilers increasing over the years.

Deserves to win why? Araneil uses polymorph to assume a more intimidating form, specifically the War Troll. By doing so, Araneil brings the fight to his opponent with a 32 spell resistance and a 60 AC, let alone very high saves. If he hits you as a War Troll, Fort 25 or be dazed. He has Evasion and Elusive Target, further increasing the odds he takes no damage. He has multiple buff spells. He is all around a great tank for a 4' tall sprite.

Short Description: Death comes on silent wings to the unsuspecting, but not a quick death. First they find themselves lying prone staring at the sky. Their limbs are stiff, but their heart beats fast as they feel a cold breath in their ear, telling them maddening things. In the end they ask for death. Fevered Dream is an assassin for hire with an unquenchable thirst for death. When not on assignment, she is practicing her art on any in her path. She particularly likes going after spellcasters.

Short Description: Many people believe pixies don't exist because they're naturally invisible. This character takes that a step further by being incorporeal as well, and relying mainly on effects that can't be traced back to her (astral constructs, telekinesis, etc).

Tactics: Firstly, stay out of the way. Since an attack with the throwing returning incorporeal touch is still considered a natural
weapon, use Greater Psionic Fist with it and refocus. Her low BAB is offset by the fact that it is an incorporeal touch and most foes are
denied their Dex bonus due to her being invisible.

If that does not work, then start crafting astral constructs to distract the foe. Use the various walls and cocoons to take foes out of
the fight.

What books are needed for this build? Savage Species - Necklace of Natural Weapons
SRD - everything else

Short Description: A pixie that is tired of the pain that life brings, and only wants to kill. To her, the only differences between leveling an army or killing a monarch are the amount of ammunition needed, and the amount of money it brings in.
She will almost always begin combat by studying her opponent for three rounds, and then attempting a Death Attack. Should her Death Attack fail, she will unload three more arrows, all sneak attacks. The last attack she will use to fire a special arrow. If the target looks feeble, she will use a Sleep arrow, and f he looks healthy, she will use a Memory Loss arrow. If either one succeeds, she will repeat the strategy. Against more numerous opponents, she will simply use her Explosive bow to hit as many targets as possible, while still sneak attacking many of them due to the Exit Wound enchantment on her bow.

In addition to the below, I'll work out a Grig fiddler build. Anywho, here's my take on...

Alternative sprite choices

In addition to the iconic pixie, the monster manual provides two other choice which are very similar in flavor as well as function. They are the grig and the nixie. Many of the ideas presented in this handbook may apply to these alternative choices, so we shall examine how they differ from the standard pixie.

LA down from +4 to +3. This is the strongest selling point, and is even more significant when LA buyoff is allowed.

Fiddle. This is a powerful ability, gained at no additional LA. You need only get yourself a fiddle to use it.

Spell resistance increases by +2, or effectively +3 when you consider the additional level gained from the lesser LA.

Natural armor increases by 1 from +1 to +2. Just in case anyone catches on to the little flying thing that is killing them all.

+8 racial bonus on jump checks, as well as a +5 racial bonus to move silenty checks while in a forest setting. Some people like to be sneaky.

The bad-

Fly speed down from 60(good) to 40(poor). While this diminishes your aerial combat opportunities, it still enables you to float safely out of the range of sharp pokey things.

Damage reduction down from 10/cold iron to 5/cold iron. Five less DR hurts. Literally.

No constant greater invisibility. This is a large drawback, but may be offset by your invisibility as a SLA or by finding a way to get greater invisibility as needed.

No sleep arrows. While most likely not your primary attack gambit, sleep arrows are still a useful utility or backup.

The ugly-

Spell-like abilities are now different and not quite as useful (No dispel magic), but are usable 3/day.

Tiny size. Your weapons definately won't be packing much punch (Unless of course you deserve to be Greater Mighty Wallop'ed (Races of the Dragon p.115)). However, this is to your benefit just as being small was, only more so. Extra AC & to hit is always a boon, but tiny causes your reach to fall to 0'.

Spell resistance increases by +1, or effectively +2 when you consider the additional level gained from the lesser LA.

Swim speed 30ft, just incase you need to go take a dip. Being amphibious is always a plus when your dungeon starts to slowly fill with water and the gates slam shut. Also, Nixies get a +8 racial bonus on swim checks. Furthermore, they get a +5 racial bonus to hide checks while in water.

Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)

In brief:

While retaining most of the pixie's great selling points, the grig and nixie differ in one key respect: They have one less level adjustment. This enables you to add in one more precious class level, or if you are playing with LA buyoff it enables you to buyoff all your LA penalty by level 18. Due to their diminished intelligence, classes based on int are much less appealing. Instead choose those based on charisma or wisdom.

D&D 4e Party Roles For Dummies:
Striker - Smack the enemy
Defender - Get smacked by the enemy
Leader - Make it impossible for your party to lose
Controller - Make it impossible for the enemy to win

Add the principle idea of a "Shapeshift" ACF Druid 16. I would only add monk levels if you're definitely not going into epic, and then at ECL 20. If you go into epic add 2 monk levels at level 18 and 19. If you START in epic I would of course play a cleric. Of course Monk at 1 and 2 might be worthwhile, too, since you won't be able to afford a monk's belt at ECL 5.

Why is a shapeshift druid not a bad choice for a pixie? Since the forms don't remove movement modes, as long as you PICK a form with wings (Like a Half-fey predator form!), you can fly in any form. You are also always invisible. You get nice strength boosts that can offset your low Str. (A normal druid only needs more than 10str to take PA anyway).
Of course this is not nearly overpowered.

Brainpiercing ... true, the "Shapeshifting" Druid is very strong for any race .... but a Pixie can make the other variants also work... in fact for a pixie, the Simple Druid variant ... where you gain Gain :[indent]
Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC)
fast movement (as monk)
favored enemy (as ranger)
swift tracker (as ranger)
Track feat (as ranger). [/indent]

the pixie can really shine(look at the sample Druid build above). .... since its Natural abilities are very good to begin with ..... it can even make a strong WILD SHAPE VARIANT: ASPECT OF NATURE Druid work well

one of the main problems when Multiclassing with a Pixie.... Favored Class: Sorceror ... this limits how you can multiclass.

Unfortunately there are no Chameleon Builds with pixie... since

ENTRY REQUIREMENTS

Race: Human or Doppelganger.

If you're using the Eberron Campaign Setting, the chameleon prestige class should be available to changeling player characters as well as humans and doppelgangers.

It's hard to go wrong with a Grig fiddler. At ECL 20 if you have 17 charisma to start with, get yourself a +5 tome and spend +4 level boosts on it in addition to your +4 racial bonus and +6 enhancement bonus and you have 36 charisma. Your 17 class levels give you 17 hit dice, so your DC on fiddle is 10+((36-10)/2=13 from charisma+(17/2=8 from hit dice)=31.

You have a DC 31 save-or-die spell that effects all those within 30 feet with no spell resistance...

At will.

That's the sort of thing that doesn't really need optimization.

That said, the ability doesn't work on other sprites (Your DM may very well introduce a line up of sprite villains just to confound you ;p), so some versatility beyond this single trick is required. Also, you will need to make sure that your allies are not within the thirty feet, or they will join the jig as well.

For all the below builds, I heavily recommend three feats: Improved initiative, still spell & eschew materials. The former ensures you get the drop on your enemies to start the dance craze that'll sweep the campaign setting, while the latter two enable you to cast spells while keeping enemies enthralled by your fiddling. Outside of those, I'd go for perhaps augment summoning, feats to boost saves (lightning reflexes), item creation feats, extend spell or quicken spell.

Abilities

For the sorcerer or bard builds, charisma of 17 is a must. If focusing on cleric, wizard or druid charisma is still important but you must also have a good intelligence or wisdom. Dexterity and constitution are important in any case, and strength is unimportant but not a dump stat due to the huge racial penalty.

Tactics

You should have a good con in addition to your racial bonus, making you durable even with poor hit dice. Combined with good saves, armor and flight - along with spellcasting abilities - you will not be an easy target to bring down. So, do not be afraid of enemies shifting their focus to you. Instead, win initiative (Great dex+Improved initiative), fly in and position yourself to affect as many enemies as you can with your fiddle. If you incapacitate some of the enemy, continue to fiddle, and if not try again. Should the battle go against you, resort to your spellcasting powers. Defensive buffs are highly recommended.

Classes

Note:
As Grig does not specify a favored class, you'll need to talk to your DM about it. The two obvious choices are bard or sorcerer. Some of the builds below may have exp penalties if Grig does not have the proper favored class.

Grig3/Sorcerer17
With a charisma of 36, sorcerer casting is the natural choice to add some versatility to your one trick pony.

Grig3/Paladin2/Sorcerer15
Lose two caster levels, but gain +16/+13/+12 to saves, among other things.

Grig3/Paladin2/Bard15
While playing that fiddle of yours, why not...err...start playing that fiddle of yours? Inspire your own greatness to add +1 to your fiddle save DC, or inspire courage on your allies to give them +3 against the dancing enemies. Problem with this is it lacks the spellcasting powers of the other choices. It just doesn't make sense for our fiddler to be a bard, ya gotta love d&d.

Grig3/Sorcerer4/Cleric3/MysticTheurge10
Mystic theurge has two problems. The first is the problem of what to do after you take ten levels of it (In this case the build is level 20 by then). The second is that you are a lousy cleric half the time and a lousy sorcerer the other half of the time...but this build is a rockin' fiddler ALL the time! Seventh level sorcerer and cleric spells are only the backup plan, and a formidable one at that....

Grig3/Cleric17
If you can nab a high wisdom score, then cleric casting is just as good as ever. Just make sure that you exclude at least one enemy from your fiddle effect, so your allies take some damage to heal ;p.

Grig3/Druid17
Wouldn't really recommend this one, the level adjustment takes away many of druid's advantages at the lower levels. While cleric or wizard are better choices, this is still perfectly viable.

Grig3/Wizard17
Throw a high score over to intelligence and nab 9th level arcane spellcasting. Highly recommended is taking polymorph any object and chaging your allies into pixies, whether they like it or not .

Grig3/Wizard12/Archmage5
Qualify for archmage in the nick of time and cherrypick its yummy class features as you will.

D&D 4e Party Roles For Dummies:
Striker - Smack the enemy
Defender - Get smacked by the enemy
Leader - Make it impossible for your party to lose
Controller - Make it impossible for the enemy to win

When in doubt, always play a Pixie. Why,... because they can fullfill any Role and are fun to play. They are strong(not Physical Strength) Characters starting at ECL 5 and up, and can easily survive , even in low Magic or No Magic Campaigns.

This Guide will look at :

What is it that makes them so good

What Feats benifit them the most

What Classes work the best for them

How to fill any role

What are thier Weaknesses

How Pixies can be used to the greatest advantage

What is it that makes them so good

First when we look at Pixies as Characters lets See what they Get:

"A pixie character exchanges its 1 HD of fey for its first class level"
This is great, as it allows you to get much better HD from Base Classes than what it recieves naturally, also it does not Add too much to the Load of +4 LA that you already have to deal with. In addition, since the La is +4, with LA Buyoff, you can reduce it to LA 3 Pre-EPIC, thus you can get 9th level Spells if Wizard, Cleric, or 9th level Powers if Psion, also 9th level Manuvers if Warblade or Crusader.

Pixie Racial Traits

–4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma: These are AWESOME attribute boosts, even with a 25 point buy, you will have far better attributes than any other character of your ECL. Also the attributes are such that you have no real weaknesses, Str becomes a Dump Stat that is offset by a HUGE boost to Dex. Thus almost All Pixies become Dex based Finnesse Characters(especially since they get Weapon Finnesse as a Bonus Feat). The other nice thing is that they dont take a Hit to Con, thus can function as a Tank without too much concern for Low Hp. The Mental stats all get great Boosts , even starting at an 8 they get are boosted to 12 minimum(Wis) or 14 Minimum(Int and Cha). So you can have good skills, Saves, without affecting your other roles no matter what they are.

"Small size": This may seem to be a Weakness, but its not. this boosts Martial Ability and Stealth... notice what it does:

+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. Thus they are More Accurate with their attacks, and they are harder to hit. In addition, they can be very Stealthy without even counting Greater Invisibility as a Continous at will ability. The penalty to Grapple checks, and Lifting and Carrying are to be expected, but they are also Offset by the fact that they can Add thier Dex to Escape Artist checks ot get out of a grapple. And they can have others carry thier stuff(animals, Golems, Extra Dimensional Sapces(Bag of Holding, Portable Hole, etc...))

"A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).:" Although they are slow on land .... they can Fly as easily as they Walk... so why would they ever walk(unless the circumstances required). At ECL 5, Flight is a Significant advantage that they can boost by taking the feat Flyby Attack, thus the are unreachable but can attack without any fear of response.

Low-light vision.

Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.

In addition to the iconic pixie, the monster manual provides two other choice which are very similar in flavor as well as function. They are the grig and the nixie. Many of the ideas presented in this handbook may apply to these alternative choices, so we shall examine how they differ from the standard pixie.

In brief:

While retaining most of the pixie's great selling points, the grig and nixie differ in one key respect: They have one less level adjustment. This enables you to add in one more precious class level, or if you are playing with LA buyoff it enables you to buyoff all your LA penalty by level 18. Due to their diminished intelligence, classes based on int are much less appealing. Instead choose those based on charisma or wisdom.

In detail:

Grig:

The good-

LA down from +4 to +3. This is the strongest selling point, and is even more significant when LA buyoff is allowed.

Fiddle. This is a powerful ability, gained at no additional LA. You need only get yourself a fiddle to use it.

Spell resistance increases by +2, or effectively +3 when you consider the additional level gained from the lesser LA.

Natural armor increases by 1 from +1 to +2. Just in case anyone catches on to the little flying thing that is killing them all.

+8 racial bonus on jump checks, as well as a +5 racial bonus to move silenty checks while in a forest setting. Some people like to be sneaky.

The bad-

Fly speed down from 60(good) to 40(poor). While this diminishes your aerial combat opportunities, it still enables you to float safely out of the range of sharp pokey things.

Damage reduction down from 10/cold iron to 5/cold iron. Five less DR hurts. Literally.

No constant greater invisibility. This is a large drawback, but may be offset by your invisibility as a SLA or by finding a way to get greater invisibility as needed.

No sleep arrows. While most likely not your primary attack gambit, sleep arrows are still a useful utility or backup.

The ugly-

Spell-like abilities are now different and not quite as useful (No dispel magic), but are usable 3/day.

Tiny size. Your weapons definately won't be packing much punch (Unless of course you deserve to be Greater Mighty Wallop'ed (Races of the Dragon p.115)). However, this is to your benefit just as being small was, only more so. Extra AC & to hit is always a boon, but tiny causes your reach to fall to 0'.

Racial bonus feats do not change from those of pixie (Dodge & Weapon Finesse)

The Nixie

The good-

LA down from +4 to +3, as with grig.

Spell resistance increases by +1, or effectively +2 when you consider the additional level gained from the lesser LA.

Swim speed 30ft, just incase you need to go take a dip. Being amphibious is always a plus when your dungeon starts to slowly fill with water and the gates slam shut. Also, Nixies get a +8 racial bonus on swim checks. Furthermore, they get a +5 racial bonus to hide checks while in water.

Upon last investigation, Fly By Attack does not protect you or anything that rides you against Attacks of Opportunity.

sure it can.... it just depends on how you use it....

if you use ranged attacks.... just stay 59' away.... fly in to 30' fire your bow and fly back to 59'(not your original location) .... they cant get you with Melee attacks, and you are in a new square so they still have to find you to target you with Ranged Attacks

if you want to use Melee Attacks.... fight with a Reach Weapon(ANY), do the same thing, except you need to fly in to 10' then fly out to a new spot.... they cant see where the attacks are comming from so cant see where to make an AoO, and since you are Invisible... they are Flatfooted... thus: